﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

[AddComponentMenu( "UI/Effects/Gradient" )]
public class Gradient 
{
 /*   [SerializeField]
    private Color32 topColor = Color.white;
    [SerializeField]
    private Color32 bottomColor = Color.black;

    public override void ModifyVertices( List<UIVertex> vertexList )
    {
        if( !IsActive() )
        {
            return;
        }

        int count = vertexList.Count;
        float bottomY = vertexList[0].position.y;
        float topY = vertexList[0].position.y;

        for( int i = 1; i < count; i++ )
        {
            float y = vertexList[i].position.y;
            if( y > topY )
            {
                topY = y;
            }
            else if( y < bottomY )
            {
                bottomY = y;
            }
        }

        float uiElementHeight = topY - bottomY;

        for( int i = 0; i < count; i++ )
        {
            UIVertex uiVertex = vertexList[i];
            uiVertex.color = Color32.Lerp( bottomColor, topColor, ( uiVertex.position.y - bottomY ) / uiElementHeight );
            vertexList[i] = uiVertex;
        }
    }*/
}